CHAPTER 4 | THE MARK OF FINDING 97
The Mark of Finding .................................................
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—Hondar’Aashta,
Tharashk bounty hunter
The Mark of Finding sharpens the senses,
guiding the hunter to prey. Alone among the
dragonmarks, the Mark of Finding is carried by
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in the Shadow Marches, where clan hunters
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humans and orcs in the Marches and brought
House Tharashk to the Five Nations.
HOUSE THARASHK
House Tharashk traditionally licenses inquisitives
and bounty hunters. Recently the Finder’s Guild
has expanded into dragonshard prospecting.
Dragonshards are the lifesblood of the magical
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Tharashk is the youngest of the dragonmarked
houses and hasn’t embraced all of the customs
of the Twelve. Heirs often use family names
instead of the house surname and many hold on
to beliefs and traditions carried from the Shadow
Marches—like the druidic faith of the Gatekeepers
or secretive cults of the Dragon Below.
DRAGONMARKED CHARACTERS
Here are examples of characters with this mark.
Druid House Agent. House Tharashk is
home to an ancient order of druids who protect
the world from aberrant threats. Although you
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truly an agent of the Gatekeepers, and investigate
the activities of mad cultists and the Daelkyr.
Criminal Rogue. You’re an inquisitive who
works the mean streets of Sharn. You’ve got
friends on both sides of the law. Sometimes you
walk a crooked line to unravel a tough case.
MARK OF FINDING TRAITS
The Mark of Finding can appear on either
humans or half-orcs. If your character has the
Mark of Finding, these traits replace all racial
traits given in the 8TIaMZ¼[0IVLJWWSaside from
Age, Size, and Speed. Your Ability Score
Increase depends on your race, while all other
traits are shared by both humans and half-orcs.
Ability Score Increase (Human). As a
human, your Dexterity and Wisdom scores both
increase by 1. In addition, one ability score of
your choice increases by 1.
Ability Score Increase (Half-Orc). As a
half-orc, your Strength and Wisdom scores both
increase by 1. In addition, one ability score of
your choice increases by 1.
Darkvision. You can see in dim light within
60 feet of you as if it were bright light, and in
darkness as if it were dim light. You can’t discern
color in darkness, only shades of gray.
Hunter’s Intuition. Your mark sharpens your
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make a Wisdom (Perception) or Wisdom (Survival)
check, you can roll one Intuition die, a d4, and
add the number rolled to the ability check.
Imprint Prey. As a bonus action, choose one
creature you can see within 30 feet of you. The
target is imprinted in your mind until it dies or
you use this trait again. Alternatively, you can
imprint a creature as your quarry whenever you
succeed on a Wisdom (Survival) check to track it.
When tracking your quarry, double the result
of your Intuition die. When your quarry is within
60 feet of you, you have a sense of its location: it
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invisibility, and your attacks against it ignore half
cover. Once you use this trait, you cannot use it
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Nature’s Voice. When you reach 3rd level
you gain the ability to cast TWKI\MIVQUITWZXTIV\
but only as a ritual.
Languages. You can speak, read, and write
Common and Goblin.